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NS2 Beta Balance

SteamWorks Mod ID: 6ba7131e

This mod contains various balance changes based on various ideas of the NS2 balance team.

Join the official ns2 discord server (discord.gg/ns2) to leave feedback!

HOTFIX

  • Alien
    • Fade
      • Added back the auto crouch feature.

Latest Changes (Revision 3)

  • Alien

    • The "Heal" sound is no longer played when aliens get another shell built.
    • The Umbra shader no instantly removes when umbra expires instead of slowly trickling away.
    • Fade
      • Blink's initial cast (when you first activate ability) will now cancel All velocity across all axis' (used to only cancel Up/Down velocity)
      • Blink initial cast speed set to 16.25 (up from ~15.6)
      • Removed spurs reducing Air friction for fade. Originally this reduced 0.01 air friction per spur. Fade air friction is 0.17.
      • Energy regen rate of adrenaline reduced from 80% to 30%
      • Blink "boost" feature (successively tapping blink ability to build up speed) now only works in the same direction your momentum is. You can't do a 180 and build up speed. The speed boost tapers based on the angle your second blink is with respect to your current momentum.
    • Lerk
      • BUG FIX: Increased carapace armor from 10 to 20
  • Marines

    • The "Heal" sound is no longer played when marines finish an armor research.
    • Supply
      • Sentry Battery supply increased to 15 from 10
      • Increased observatory supply to 40 from 30
    • Commander
      • Power Surge
        • Removed damage (was 25)
        • Removed "electrify" debuff (slows aliens by 25%)
    • Grenades
      • Reduced pulse grenade damage to 50 (from 140)
      • Reduced pulse grenade damage radius to 3 (from 6)
    • Tweaked Shotgun:
      • Removed damage falloff.

All Changes (Compared to Vanilla Build 328)

  • Alien

    • The "Heal" sound is no longer played when aliens get another shell built.
    • The Umbra shader no instantly removes when umbra expires instead of slowly trickling away.
    • Supply
      • Drifter supply reduced to 5 (from 10)
      • Whip supply increased to 30 (from 5)
      • Crag supply increased to 25 (from 5)
      • Shift supply increased to 25 (from 5)
      • Shade supply increased to 25 (from 5)
    • Khammander
      • New Ability: Consume. Allows a Khammander to recycle alien structures and return the supply cost. Structures do not return team resources.
        • Ability is cancelled if orders are given to units that are being consumed.
        • Consume ability cancels any existing orders for the unit.
    • Upgrades
      • Camouflage
        • Now de-cloaks completely at max speed
      • Carapace
        • Decreased armor bonus for skulks to 15 (from 20)
        • Decreased armor bonus for lerks to 20 (from 30)
    • Gorge
      • Webs no longer appear in the kill feed
    • Lerk
      • Changed hp to 190/20 from 150/45 (shifting more hp to health)
      • Spikes
        • Increased spread to 3.6 radius (from 3.1)
        • Deceased spike diameter to 0.045 (from 0.06)
      • Umbra
        • Now requires biomass 6 (up from 5)
        • Decreased damage reduction to 20% (from 25%)
        • Decreased umbra cloud life time to 2.5 seconds (from 4)
      • New Ability: Roost. When a lerk is perched on a wall, they will heal 5HP per second.
        • Roost costs 10 Team resources to research
        • Roost unlocked at biomass 2
        • Research takes 30 seconds
    • Fade
      • Blink
        • Blink's initial cast (when you first activate ability) will now cancel All velocity across all axis' (used to only cancel Up/Down velocity)
        • Blink initial cast speed set to 16.25 (up from ~15.6)
        • Removed spurs reducing Air friction for fade. Originally this reduced 0.01 air friction per spur. Fade air friction is 0.17.
        • Energy regen rate of adrenaline reduced from 80% to 30%
        • Blink "boost" feature (successively tapping blink ability to build up speed) now only works in the same direction your momentum is. You can't do a 180 and build up speed. The speed boost tapers based on the angle your second blink is with respect to your current momentum.
    • Onos
      • Decreased base health to 700 (from 900)
      • Increased biomass health bonus to 50 (from 30)
      • Increase Boneshield Movement Speed to 4.5 (up from 3.3)
      • Boneshield is now available on Biomass 5 (down from Bio 6)
    • Cyst & Clogs
      • Receive 7x direct damage from welders, flame throwers and cluster grenades (up from 2.5x)
  • Marine

    • The "Heal" sound is no longer played when marines finish an armor research.
    • Supply
      • Sentry Battery supply increased to 15 from 10
      • Increased observatory supply to 40 from 30
      • Mac supply reduced to 5 (from 10)
      • Armory supply reduced to 0 (from 5)
      • Arc supply reduced to 25 (from 35)
      • Robotics factory supply reduced to 0 (from 5)
    • Commander
      • Power Surge
        • Removed damage (was 25)
        • Removed "electrify" debuff (slows aliens by 25%)
    • New Ability: Dedicated Grenade Throw (soon will become "quick throw"). Default button "B" will instantly deploy and throw any grenades the marine has purchased.
      • Can rebind the button in menu options.
      • Button can be held to hold the cooked grenade.
    • Grenades
      • Cluster
        • Now deals 5x damage vs. flammable structures, 2.5x vs. all other structures.
        • Now sets targets on fire
        • Burns away umbra, spores and bile bombs
      • Nerve Gas
        • Decreased cloud life time to 4.5 seconds (from 6)
        • Decrease grenade max life time to 7.5 seconds (from 10)
      • Pulse
        • Decreased damage to 50 (from 110)
        • Damage radius reduced to 3 (from 6)
        • Decreased detonation radius decreased to 0.17 meter (down from 3)
    • Machine Gun
      • Decreased player target damage to 12/13/14/15 from 12/13.2/14.4/15.6
    • Shotgun
      • Change the spread pattern to 13 (1/5/7) pellets total with variable calibers and damage values:
        • 1 pellet in the very center causing 20 dmg and a caliber of 16 mm
        • 5 pellets with a center offset of 0.5 (inner ring) dealing 16 dmg and and a caliber of 16 mm
        • 7 pellets with a center offset of 1.5 (outer ring) dealing 10 dmg and and a caliber of 16 mm
    • Mines
      • Damage type changed to Normal (from Light)
      • Damage increased to 150 (from 125)
      • HP increased to 50 (from 30)
      • Mines should no longer detonate when killed while deploying
    • Ammo and Cat Pack
      • Now use the same snap radius as the med pack
    • Nano shield
      • Decreased snap radius to 3 m from 6
    • ARC
      • Damage reduced to 530 (from 630)
      • Changed hp to 2600/400 fromm 3000/200 (shifting more hp to armor)
      • Fixed that ARCs didn't save and restore their previous armor value properly when changing their deployment state.
      • Changed ARC's radial damage falloff to use XZ distance (ignore Y (height) axis). So ARCs total damage is consistent and doesn't depend on the height of the main target's model origin.

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